Silence Nerf

10 minute parses against a level 65 mob. Full standard dps buffs including CotP, RBoW, etc.

Offensive stance, spamming round kick (dps combo) from start to finish.

Horok + Fist of the Dawn: 795 DPS

Nail of Festering Decay + Hand of Twisted Magics: 700 DPS

Bare fists, charm of the brute, Saturated Spirit Gloves: 740 DPS

So, using a 60pp charm over a 1.2 million pp charm and BOE gloves instead of tier 11 weapons with t13 gloves, and my DPS goes up. There are other BOE gloves that would also do nearly as much DPS as well.

Either +h2h needs to be revamped or monks need a way to have weapons be competitive because right now the whole situation is imbalanced as hell and has been for a long time.

I remember seeing some ~10 magic dmg gloves in the wiki, Wonder what your parse would be with those.

I'd be really interested in seeing differences in parses with minute damage changes( like 2 magic dmg gloves vs. 3, or 4 etc). I think it would be pretty enlightening in general.
 
I remember seeing some ~10 magic dmg gloves in the wiki, Wonder what your parse would be with those.

I'd be really interested in seeing differences in parses with minute damage changes( like 2 magic dmg gloves vs. 3, or 4 etc). I think it would be pretty enlightening in general.

Perhaps you were thinking of Gloves of Aerial Vibrations, but these are neither MNK- nor BST-wearable.

If you're interested in viewing bane or elemental damage solely for items in the Hands slot, feel free to visit a wiki page like the one for Magic DMG. There, you can arrange the entire table by slot order. Simply find the header for the column marked "Slots" and click the little arrow on the right-hand side of that header. Scroll down to where the Slot: Hands items begin and compare all their Magic DMG values. The same can be done for other elemental or bane damage, too. :)
 
Perhaps you were thinking of Gloves of Aerial Vibrations, but these are neither MNK- nor BST-wearable.

If you're interested in viewing bane or elemental damage solely for items in the Hands slot, feel free to visit a wiki page like the one for Magic DMG. There, you can arrange the entire table by slot order. Simply find the header for the column marked "Slots" and click the little arrow on the right-hand side of that header. Scroll down to where the Slot: Hands items begin and compare all their Magic DMG values. The same can be done for other elemental or bane damage, too. :)

http://wiki.shardsofdalaya.com/index.php/Blood's_Burning_Grasp

wiki is wrong about classes but it still has beast
 
Perhaps you were thinking of Gloves of Aerial Vibrations, but these are neither MNK- nor BST-wearable.

If you're interested in viewing bane or elemental damage solely for items in the Hands slot, feel free to visit a wiki page like the one for Magic DMG. There, you can arrange the entire table by slot order. Simply find the header for the column marked "Slots" and click the little arrow on the right-hand side of that header. Scroll down to where the Slot: Hands items begin and compare all their Magic DMG values. The same can be done for other elemental or bane damage, too. :)

It was these http://wiki.shardsofdalaya.com/index.php/Blood's_Burning_Grasp

edit:
I should read posts before posting.

But yeah, those were what I was thinking of.

Still, I'm curious to see those numbers repeated with various other + damage hand items, just to see what the pattern of variance is. Even if its just a +2 and a +3 or +1 and a +2, you could figure out the difference and simply multiply it.
 
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No +h2h mod or proc on burning grasp means they're probably not all that great even though you'd have an impressive ratio on paper.

In my experience, 1 elemental damage works out to like .5-.75 normal weapon damage in most situations. I haven't done all that many parses specifically looking at this though.

Keep in mind that for a high end monk, your auto attack melee damage only accounts for 50-60% of your overall dps. New weapons with slightly better ratios don't do all that much for us as a result. There are a handful of "good" weapons that are outliers because of their procs but when I parsed a progression of weapons from tier 6 to 11 I gained like 100 dps. The rest comes from the DPS combo kick nuke, boot procs, class tome procs, etc. Beastlords are probably similar because of their pet and spells contributing a substantial portion of their dps.
 
No +h2h mod or proc on burning grasp means they're probably not all that great even though you'd have an impressive ratio on paper.

In my experience, 1 elemental damage works out to like .5-.75 normal weapon damage in most situations. I haven't done all that many parses specifically looking at this though.

Keep in mind that for a high end monk, your auto attack melee damage only accounts for 50-60% of your overall dps. New weapons with slightly better ratios don't do all that much for us as a result. There are a handful of "good" weapons that are outliers because of their procs but when I parsed a progression of weapons from tier 6 to 11 I gained like 100 dps. The rest comes from the DPS combo kick nuke, boot procs, class tome procs, etc. Beastlords are probably similar because of their pet and spells contributing a substantial portion of their dps.

Yeah I was mostly curious because it could be an easy and stable platform to test the differences between elemental damage, how they really affect your overall auto attack dmg, etc. Given you'll have the same base for all of it (base h2h dmg + h2h modifiers), which i assume can be hard to come by with actual weapons (ie a 15/20 sword and a 15+3 disease damage/20 sword).
 
June 6-
H2H mods are currently being evaluated.

Surely over three months of evaluation is enough to see the various issues that have existed since the H2H changes and subsequent item nerfs? There are a host of other balance issues (Force of Body being useless, bane damage being incompletely itemized and abandoned, combo system slated to be replaced but will likely never happen, the list goes on) but the monk/bst H2H and glove progression is probably the most imbalanced, the most obvious, and the simplest to fix.
 
It's cool they are being evaluated, I'll log on my monk at some point and post parses of BoE/crap gear being better than t9-t10 gear.
 
First off, they are not being evaluated, Gegen. They've also had those parses since shortly after each set of changes. Feel free to send them some more, though.

Susvain: you know if this were anywhere close to a priority, it'd have gotten worked on. It hasn't. There's a ridiculous amount of things that each need an equally ridiculous amount of work, and I honestly don't see much of it happening until 3.0 launches. I'd just let this go until then because they have the world's largest fish fry to attend to already. I've been one of the game's biggest optimists, but I just can't bring myself to log on and play the game I love(d). Come goof off with former FWF on other games while we wait this out instead of spending time trying to change these things with forum posts (exception: Tarutao balance posts).
 
this and the lack of bane on t13 are things that would take like a half hour to fix and would go a long way to pleasing your playerbase just sayin
 
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